Desynced Feedback

Search
IDRatingCategoryDescriptionScreenshotDate
2962😀BugI have had two hard lockups while playing the game. In both situations I had to force shutdown the system. I checked the event log, there was nothing there. It has only happened with this game so I know it isn't my system.  2023-10-21 20:23:43
2961😟GeneralLe Groupement sur le clavier français ne fonnctionne pas tres bon. Un fois les groupes crée unpeut pas les acceder avec le clavier, seulement via les onglés 2023-10-21 15:17:49
2960😟SuggestionI strongly suggest to add events for user GUI interactions into programming. I would like to have events for signalChange, targetChange, powerOn and that like. Most often you don't need to program a behavior, but it is good enough to set some values.  2023-10-21 14:41:40
2959😟SuggestionIt would be nice to have all componentes you can include in your programming shown on the programming GUI, along with connectors of all events and status informations these componentes offer and all the parameters you can set. 2023-10-21 14:35:25
2958😟Bug"Read Radio" does not respect "unique-ness" of entity when using an entity as the radio band.

Have two bots. Each with a radio receiver. They use a behavior to assign "Self" as the band.
Have one transmitter, it selects one of the bands and transmits an Item.
In the UI: it works as expected, only one of the bots "gets" the transmission.
In behavior using "Read Radio" both will get the transmission. It appears to devolve to "type" rather than specific "entity".
Reading the register of the receiver "manually" using "Get From Component" works as expected.
 2023-10-21 13:51:10
2957😀Generalwhen dragging a mining tool to an ore from a 1x1s building that contains a transporter, the mining tool inserts into the silica ore and disappears 2023-10-21 12:51:34
2956🙂GeneralHello,

it's great to be able to repair unlimited ore deposit (in case of a missfire), it works on silica and laterite but not on metal.

Have a great day

thank you for your game
 2023-10-21 11:37:03
2955🙂GeneralCan you make it so that we can access entities emiting a signal as an array?

Currently if we want to have a unit traverse between entities emiting a certain signal, the only way to do that is the match loop. But if you need to loop through a second set of entities inside the first loop. the next time you go through that second loop, you can't skip to the last entity you previously accessed.

I'll try to phrase it this way.
First time through the first loop, the nested loop runs 3 times.
The second time through the first loop, if you want to nested loop to skip to the 4th entity, you need 1 paramater to store how far you got last time, and a second one to count your itterations this time, and a 3rd to know if the number of entities being looped has shrunk.

You then also have to run a comparison, reassign and clear parameters. I also found it necessary to have to run an inital loop over the second set of entities to tally what the total is, so that if after your've looped through everything in the second loop if you looped more or less times then the inital count, it needs to recount.

Look at behaviour Fetchv2
2023-10-21 07:20:22
2954😀Suggestionplease add a small visible change on structures and bots to visiblely show the player that internal mod. has been added.  2023-10-21 03:15:20
2953😀Generalplease let us remove trees without adding floors using remove floors tool!! :) 2023-10-20 23:00:58
2952😀Generalplease allow adding floors on and around water ponds!! :) 2023-10-20 22:59:49
2951😀Generalplease remove ore veins when adding floor on top of them or using deconstructor!! :) 2023-10-20 22:59:10
2950😀Generalplease add remove floor!! :) 2023-10-20 22:58:13
2949😟BugThe small battery and medium capacitor (and I assume all other storage components while on bots) only output 50 power when the gird they were a part of required 65 causing grid efficiency to be low when there was clearly enough power in storage. There were 5 bots: 2 wokers, 1 scout, 1 twinbot, and 1 cub. I believe the storage devices are only outputting 10 per bot instead of trying to match demand. 2023-10-20 22:47:35
2948😟BugDistributers aren't working correctly... 2023-10-20 16:57:35
2947🙂Bugso i actually found a bug in the current experimental: had some 1x1 (1s) buildings with only signal readers as internals, copy pasted over them 1x1 (2s) with internal store + efficency; now construction is finished, yet the finder view looks the attached screen. cancelling the constructions from there drops the signal readers. all the inventory slots on the new buildings were locked when pasting. hope this helps!2023-10-20 15:29:51
2946😟SuggestionThese steps of the tutorial should probably be broken out into separate steps.

Select you command center.

THEN

Drag the fabricator into the M socket
2023-10-20 14:01:22
2945😟SuggestionThe timer on these ELAIN texts should time out much much faster. The controls and the method to deploy the command center are hidden behind this popup, as the tutorial text doesn't trigger until you clear it.2023-10-20 13:57:54
2944😀Generales währe schön wenn man verschiedene Gebeude zusammen copieren und neu bauen könnte mit allen eistellungen 2023-10-20 12:20:45
2943😀General
 2023-10-20 09:24:40
2942🙂GeneralAdd tool tip for radar in behavior controller to secifiy that a portable radar is necessary in addition to behavior controller to function otherwise will return no resutls 2023-10-20 04:39:17
2941🙂SuggestionPossible include player like faction with a pre generated factory for player to incounter

might already have something like that ingame with anomaly faction? have yet to incounter myself.

Like the idea of having to fight bots producted by a speading hostile factory
 2023-10-20 04:33:50
2940😟Bugbehavior controller - radar function search for drop items = no results dispite items being all around

Minor issue could be problem with mods installed
 2023-10-20 04:30:20
2939😟BugCan't paste behavior string into library from desyncedhub possible game can't tell i have something in my clipboard when copying from outside the game or paste button in library not appear for whatever reason can copy from the library then paste into it but cannot copy from outside the game into it. 2023-10-20 04:26:30
2938😀SuggestionSuggestion: When bots displace each other they can be pushed out of a power field and do not return to it. It would make a lot of sense if they remember the most recent power field as the 'home field' and return to it isfdisplaced out of it in spite of not originating a move function - anyuthing that displaces a bot should be a candidate for this. If the path is blocked by bots instead of buildings they should also move to the home power field. If the path is blocked by buildings and not bots it should trigger a 'trapped bot' error. 2023-10-20 01:35:04
2937😀SuggestionI have a suggestion for automation.

As you expand, you will have more buildings and bots.

The more of these you have, the harder it will be to manage and the more you will need automation.

So I'm suggesting templates - an attacking force will 'ghost' the bots in a group by blueprint and factories set up just for that will fill in reinforcements. As a general rule, the game will track the cost in raw materials and processing for the blueprints and will fill in more expensive builds first (it's reasonably certain these will be your anchor points). If a Robotics Assembler building has more than one Assembler built then they will work on the same model frist, and will utilise a new blueprint if there is room to craft both bots and their equipment in the same parallel build.
 2023-10-19 22:39:18
2936😀SuggestionI have a suggestion.

Buildings can be a quicker path than bots if you have a portable transporter network set up.

It would be nice to be able to set priorities on your network for whether a bot or building should carry an item. Your factory buildings should favour buildings over bots, if there are sufficient Portable Transporter grids to carry an itam, and a path is found, and should alert you if a bot is needed to transport an item on a network without them - this would be much more efficient.

There should be a logistics netweok that favours both bots, and buildings. For example importing raw resources.

There should also be a logistics network that favours bots for transport and production - raw resourcing is an extremely good example of that.

Finally, there should be a logistics channel that runs in high awareness for combat, where a key building will upgrade your bot's AI so that they will seek to fight tactically in a crossfire pattern, favouring high damage over high defence, high defence over low defence, then low damage and defence, with the goal of reducing enemy DPS and HP, then DPS.

It is entirely possible to invoke artificial incompetence to make this available and upgradable from low tech levels; as a general rule of thumb, theproprtion of Bots that get the AI upgrade will vary by proprtion of tech levels with perhaps unique behaviours at high levels.
 2023-10-19 22:30:44
2935😀BugI at least think this is a bug.

Shield generators will oinly regenerate from an active power grid with spare charge.

A bot with spare power, even in a capacitor, never counts as such a network.

This means any military action will need generator and transmitter bots for that sweet damage reduction.

There are a number of solutions to this, the most obvious of which is to give the shield generator a dedicated capacitor in the module to store shield power before it is loaded into shield-HP. Internal modules that can store more capacitance specifically for shields would also extend their lifespan. Right now there are silly solutions for this - take power generation with you on a small, medium or large slot or fit a power cell on a key frame. These are silly options when all it needs is a capacitor.
 2023-10-19 22:03:20
2934😀SuggestionHow about: Pressing U once works as now - hide UI. Pressing U twice also hides the cursor. Pressing thrice resets. ESC menu is not hidden so if you get accidentally stuck (what button did I press? It happens) you can look through the keybinds to see what is happening.

It would be nice to have: Ambient mode camera. Nothing too fancy needed here, just put on unit/bukding follow with artistically pleasing distances, pitchings and rotations. Four presses of the U button.

Yes I am aware this feature is made of low priority polish, except it arguably isn't. Media friendliness is great for Let's Play channels, particularly if they incorporate musical or advertisment breaks into their broadcasts, or if the broadxaster just wants to dip in and out of gameplay for a session. It would also be a great test of your base's defences, and yes the Let's Play environment will think of that.
 2023-10-19 21:46:37
2933😠SuggestionYour sales pitch was programming bot behavier. But honestly, the programming is useless and no fun at all. You need a differend approach: events. The units, buildings and components should throw events. That is, fixed given slots, that change value. The player can than act to these state changes with some programming. And best of all, the predefined slots tell the player with what he can work. No guessing, no wiki reading, to trail and error. 2023-10-19 16:19:56
2932🙂GeneralMaybe a little tutorial on how to program the use of the stock system for ressources or engineered component would be nice. i had to try a couple of times to get it right 2023-10-19 15:23:33
2931😟SuggestionThe library is well done, but I need to copy and paste groups of building. At some stage in the game, building up whole factories by hand is no more fun. 2023-10-19 12:31:08
2930😀SuggestionThe sprites that are displayed over the builings might deserve a bit of shadow at the background to enhance contrast 2023-10-19 12:03:02
2929😟BugBonjour,
Le jeu me demande régulièrement de construire un extracteur de fléau et un conteneur alors que j'en ai déjà plusieurs.
2023-10-19 08:48:19
2928😟GeneralI can not send my bots into the blight without protection. Love it. funny part tho is, if i click somewhere on the other side, the bot will go thru the blight, not around it.

the screenshot has the tranport on the opposite side of the blight, and the miners that it would go thru the cloud to get too.
2023-10-19 03:44:22
2927🙂BugIf you are running a Loop match and you path to a Break all it just goes through the next itteration of the loop.

Mind you I have pathed the done back to the start because I want it to continue until the condition is met. See the behaviour 'Collect' I added an extra condition to actually exit the loop. but it seems like unnessesary logic since break should just break the loop.

It would also be useful if there was s method of ending a subroutine itself.
2023-10-19 02:32:46
2926🙂SuggestionI think, as a way to mitigate logistics issues some players encounter, especially newer ones. If transporters (cranes) had an inventory "buffer" slot that is only occupied by the transporter moving items then I can stop explaining to people why their building is full and can't serve transport orders :) 2023-10-18 22:41:47
2925😟GeneralAttempting to type a fixed negative number (e.g. -1) as the input to a subroutine turns it into infinity2023-10-18 21:33:57
2924😟BugThe fabricator is not receiving items although it seems to be correctly set up 2023-10-18 20:17:03
2923😟General"no space to produce behevior controller" with 3 spaces in the building2023-10-18 19:08:51
2922🙂SuggestionIt would be nice if when you chain buildings together while under construction they maintained that chain once they are built.

It would also be nice to have a paste option that copies settings and inventory but can optionally ignore pasting the chain settings. Something like alt+v instead of pressing v.
2023-10-18 17:54:00
2921🙂GeneralThe compare numbers function seems to function inconsistently.
Sometimes it calculates if A > B other times it seems to be if B > A and it'll be different for different units at the same time. I think it's centered around if A = B has been assigned a path. I don't know if it's because I'm checking A >= B or A <=B or not.
2023-10-18 16:15:26
2920😟BugMouse keeps going invisible. During multiple saves , even in the main menu.
The input still works. i just do not see my pointer anymore, i can enable it back by opening third-party software (AMD-ADRENALINE for example) only for it do dissapear again after 2-10min. having this since 16-10-23
 2023-10-18 13:51:42
2919😟Bug人工衛星に荷物が積めません。母船の修理が出来ないです。 2023-10-18 10:03:54
2918😟BugI switched monitors from 1080p to 1440p and the game didnt change video settings at all didnt switch borderless or fullscreen and when I tried pressing f11 I managed to get it to full screen at correct res. Also changing resolution didnt work and the setting got reset after clicking away and back. 2023-10-18 08:37:03
2917🙂SuggestionPlease, make drones and bots separate in units overview. I rarely even look for drones there and they just make looking for bots harder. 2023-10-18 08:35:15
2916😟GeneralDrones keep swapping high-tech density frame between those two storages in the middle. This didn't happen before 2023-10-18 08:34:14
2915🙂GeneralThe tutorial is passable. It did teach me  2023-10-18 03:48:06
2914🙂Suggestionthe icons for items at the top of the screen should be stationary. It's very annoying when they bounce back and forth when you are trying to read them. The arrows up or down tells enough at a glance. 2023-10-17 22:10:59
2913🙂SuggestionPlease make it possible to upgrade buildings without them deleting every programmed path (store + Goto). 2023-10-17 21:50:15
Previous Page - Next Page

EULA    |    Privacy Policy    |    Presskit


© 2025 Stage Games • All rights reserved